Efficient 3D triangulation in hardware for dense structure-from-motion in low-speed automotive scenarios

S. Wonneberger, Max Kohler, W. Derendarz, T. Graf, Rolf Ernst
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引用次数: 2

Abstract

With the introduction of surround view cameras in modern vehicles and the possibility of calculating dense motion fields in real-time from a moving camera a detailed 3D reconstruction of the static environment is possible (structure-from-motion). Beside the necessity of a motion field between two image frames the task of triangulating those individual 2D point matches to 3D points in the world becomes non real-time on modern CPUs when to be repeated for all image points. In this work we evaluate different approaches to the 3D triangulation optimization problem in a typical structure-from-motion processing chain for an efficient implementation in hardware. An architecture for solving this problem using linear triangulation with an inhomogeneous solution to the equation system is proposed. We evaluate our implementation using FPGAs against a software-implementation with synthetic datasets and from low-speed parking area scenes for numerical accuracy and real-time capabilities. In addition the proposed fixed-point arithmetic implementation is compared against an implementation using floating-point units.
针对低速汽车场景中密集运动结构的硬件高效三维三角测量
随着现代车辆中环绕视图摄像机的引入,以及从移动摄像机实时计算密集运动场的可能性,静态环境的详细3D重建成为可能(运动结构)。除了需要两个图像帧之间的运动场之外,在现代cpu上,将单个2D点与世界上的3D点进行三角测量的任务在所有图像点上重复时变得非实时。在这项工作中,我们评估了在典型的结构-运动处理链中有效实现三维三角优化问题的不同方法。提出了一种利用线性三角法求解该问题的体系结构,该体系具有方程组的非齐次解。我们使用fpga对软件实现的合成数据集和低速停车区域场景进行了数值精度和实时能力的评估。此外,还将所提出的定点算术实现与使用浮点单位的实现进行了比较。
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